painted some textures for yesterday's head...I kinda like it, but I haven't been able to bake any working displacement map, and lost most of the detail from the sculpt...perhaps I'm doing something wrong, I'll have to look into it.
For comparison, and once the three layers SSS shader was done, I've appended it to the file with the multires sculpture, and rendered it...it's not that different, but I miss a few things in the low poly version...besides, this rendered in 30:51 minutes, which isn't very nice, and a couple of black dots appeared out of nowhere...
lots to learn..so little time...
Looking awesome...
ReplyDeleteI think some of the detail of the sculpt is now less visible due to the colors too..whereas the gray shading sort of made a much more visible distinction with shadow on the highpoly sculpt.
How did u achieve that nice depth of field effect, looks great on the ground plane fabric!
Did u do that in gimp or use blenders dof setup?:)
Best regards!
Hi Nixon, and thanks :)
ReplyDeleteYeah, the SSS shader does kill some of the detail. That doesn't bug me that much because it should be expected too. But, not being able to get a working displacement map is more frustrating, the lack of it is really visible in the silhouette of the head, or the bigger wrinkles and deformation in the cheeks and around the face.
Dof is done with blender's Defocus node. I posted a file at blenderartists with the setup, you can get it here:http://blenderartists.org/forum/showthread.php?t=177075
Cheers.